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Image Metrics: Cutting Edge Facial Animation Technology

Feb 16, 2009 at 12:00 am by Store Staff


“The place we end up is where technology is not the problem anymore”
-Image Metrics CES 2009 presentation

Imagine sitting down with nice cup of coffee and opening your laptop computer in the corner of your favorite cafe. In a few minutes you've logged on to the virtual world of your choice, transported to a friends island for a meeting of animation geeks like yourself, and after clicking a button on the interface that allows the built in camera on your laptop to target your facial animations, you start talking as Image Metrics software built in to the virtual world adds your expressions in real time to your avatar's face. Meanwhile, all of your friends avatars have photo realistic facial animation as well because they are using the same cutting edge facial animation software as you are.

Hard to imagine? Yet, this is one of the goals of Image Metrics, a nearly 10 year old animation company that is arguably THE cutting edge company for facial animation in 2009. Their marker-less system of facial animation and analysis wowed the CGI world at SIGGRAPH 2008 with their presentation of “The Emily Project”. Their stated goal was to create an “exact replica of the actress Emily O'Brien.” And if you haven't seen the video of their results (which went viral for several months on youtube.com), you are in for a jolt: the animation is so lifelike and natural that it's virtually indistinguishable from the original.

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Emily Project Video (QuickTime/high quality)
Small format in Video Center

Up until about 10 years ago, facial animation existed as a kind of subset of standard physical animation in CGI. Gary Oldman's face in 1998's Lost in Space and digital doubles for The Matrix series were stepping stones to the real quantum leap made by Weta Digital when they created extraordinary facial animation (along with a brilliant performance by Andy Serkis) for the character of Gollum in Peter Jackson's Lord of the Rings. The success of that technology lead to a focus on facial animation that has grown in leaps and bounds both artistically and commercially.

Facial animation is particularly difficult because unlike general body animation, we (the audience) have a highly developed ability to read faces and the subtle interplay of muscles and eye movement that indicates emotional states. Essentially, we are all experts in reading faces having trained from birth to do so. Which is why we find it so odd when we see a photo-realistic 3D character that might have dead eyes or lip-sync that isn't quite perfect. This phenomenon is called “the uncanny valley,” and bridging this phenomenon has been the holy grail for facial animation.

Technology for facial animation has been driven by the success of the LOTR trilogy, but also by the video game industry cut scene tradition. What has changed in the last several years is that the technology has become increasingly economical and relatively time efficient. Also, the competition in the field has grown considerably so that where there were only a few major players as recently as 2000, there are now are 8 major companies developing and promoting their unique facial animation technology. Companies like Digital Concepts Group, Vicon, Dimensional Imaging, Mova, Alter Ego and Image Metrics have all made major progress in the visual effects industry and in computer game technology.

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Emily Project "Making Of" Video (QuickTime/high quality)
Small format in Video Center

Contemporary facial animation tech is centered around either marker-based or marker-less systems, with the latter system having a slight edge because of it's ease of production. Image Metrics uses a marker-less system that starts with the physical actors performance (usually with a director present) which is captured on a standard video recorder under reasonably good lighting conditions. Then the footage is analyzed by IM's proprietary software which focuses especially on the area around the eyes, nose and mouth. Then the footage of the performance is transferred to a fully rigged 3D facial model (usually in the program of choice for the company the work is being done for, e.g. Maya, 3D Studio Max, et al) where it is further tweaked and adjusted to match the live actors facial performance as closely as possible. Then the animation curves are exported and delivered to the company to be incorporated into their project.

Image Metrics created “The Emily Project” as a way of pushing the envelope for photo-realistic facial animation. Their success has not only pushed their company forward as epitome of cutting edge in the field, but it has inspired other companies to grow even faster. And it has created an atmosphere in Games and Special Effects in film that tells major companies that this technology has arrived as a costeffective and time ready means to implement top level facial animation in their projects.

At CES (consumer electronics show) 2009 in Las Vegas, Image Metrics and AMD presented an upgraded version of The Emily Project by showing how their facial animation technology could be be adapted to a real-time environment like a video game. The presentation emphasized that the real bottleneck technically was the CPU, but that AMD, in particular, had arrived at a level of power and complexity with the central processor that now made this kind of detailed and life-like facial animation possible in games. Projecting further, there is a sense that real-time Pre-Viz for facial animation is a distinct possibility as is our virtual world scenario which I described at the beginning of this article.

And at the Video Game Awards for 2008, Image Metrics teamed up with Epic, the game company that produced the Gears of War series, and applied their real-time facial animation ideas to a short scene with one of the GOW2 characters, Augustus “Cole Train” Cole. The results are superb. Take a look at the 16 second clip presented here.

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VGA Clip (QuickTime/high quality)
Small format in Video Center
(note: clip contains video game violence)

Image Metrics has already created facial animation for games like Grand Theft Auto IV, Unreal Tournament 3 and Operation Flashpoint 2, but the VGA project was created in association with Epic in only 3 days. Demonstrating that fast, quality facial animation can be added to a game production pipeline in a very short amount of time.

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Image Metrics Demo Reel (QuickTime)
(note: clip contains video game violence)

We are fortunate to have Jay Hosfelt, Lead Animator from Epic and Peter Busch, Director of Production at Image Metrics to talk about how the VGA project came about and to comment on the future of facial animation in games and as special effects. My thanks to both of them.


A Renderosity exclusive interview by Ricky Grove

Epic Answers: Jay Hosfelt, Lead Animator
Image Metrics Answers: Peter Busch, Director of Production

How did the GOW2 project come about? Why was Image Metrics chosen to create the facial animation for the clip? Why did you choose the marker-less method for facial animation?

Epic: The project came about because we were looking for a fast, high-quality facial animation solution to use for the spot we did for Spike TV’s Video Game Awards. We chose Image Metrics’ marker-less solution because it allows us to choose the fidelity of our capture, so we could have thousands of points controlling the face. This picks up far more subtle motion than a marker set would.

Describe the process of putting the clip together and the logistics involved. How long did the GOW2 project take from start to finish? IM uses the "in-house" animation program to rig the face for the model; what is the software that Epic uses for GOW2?

Epic: Once we got the audio clip for Cole Train's lines, we had Patrick Downey (the motion capture actor for Cole in Gears of War 2) come in and act to the lines. Using our 36-camera Vicon motion capture system, we captured his body motion and imported it into Maya, where we already had Cole's body/face rig set up. Our next step was to get Cole's rough mocap motion into UE3 so Greg Mitchell, our Cinematic Director, could set up the shots in Matinee. While Greg set up the cameras and audio in Matinee, Scott Dossett, an animator, polished up the motion on Cole using Maya. Once Greg finalized the shots, we imported his cameras back into the Maya scene with the cleaned mocap data, as it was very important that Image Metrics could animate to the cameras we had set up in UE3. We sent this file off to Image Metrics.

Image Metrics: For our portion, we shot the video in Burbank during the VO session on a Thursday morning. Epic had called in from Raleigh and was on the line with us for the shoot. When Epic got the performance to a point they liked, we instantly uploaded them the HD video for approval. They loved it and within 20 minutes of completing the shoot in Burbank, and having the performance approved by Epic in North Carolina, we had our team in Santa Monica begin image analysis. We finished analyzing the video images that day and begun re-targeting the animation onto the 3D model that afternoon. With just two animators working on it, we had a rough first pass of the sixteen seconds that evening!

The next day Epic sent body data for us to apply to the face we had been working on. We refined the re-targeting and finessed the facial data to feel seamless with the very large performance of the body data. We then worked with Epic to fine-tune the performance over the next two days to give them exactly what they wanted in the time schedule they needed.

Epic: What were your goals for the animation in the clip? Were there any particular problems or obstacles you had to overcome?

Our goal was to improve upon anything we had done in the past. For this particular project, we had a very tight deadline, and we wanted the quality to be higher than anything we had done before. The talent and dedication from the teams at Epic and Image Metrics made the deadline very easy to achieve and with great results.

Image Metrics: How much work does the animator(s) do after you've used your proprietary software to "read" the live action video? Is it an art in itself to re-work the data? Do you have to do much clean up?

Our data is surprisingly clean and delivers results true to the actor’s performance in the sound booth. Our “clean-up” boils down to several things. The first thing is finessing the character to give a realistic performance when the character cannot be “posed” or when the character does not have the true facial elasticity or expressiveness that the actor does. The second is taking any notes from Epic that differ from that performance and making it seamless with our re-targeted animation to fulfill the director’s decisions in the final product. And the final part would be integrating and correcting certain expressions and eye lines to match the body animation.

Epic: Did you use the original actor who voiced the "Cole Train" character when you shot the video for Image Metrics? Did you have a director there to work with the actor? Or did IM take care of this part?

Yes, we used the talented Lester Speight who has always brought life to Cole Train.

Image Metrics: Since most people are very good at reading faces (we do it every day), how does the Image Metrics software interpret such subtle movements of the eyes, nose and mouth without markers? After watching the "Emily" project (amazing work), there still seemed to be some development for the eyes (imo). What challenges do you face in overcoming the "uncanny valley" effect for facial animation?

Since 2000 our team of Ph.D. computer vision scientists in Manchester, England have been developing and improving not just our tracking algorithms, but toolsets for us to more effectively use them. We run our video data through a video analysis process that looks at every pixel of all the areas of the face; the mouth, the lips, the tongue, the eyes, the pupils, the cheeks, the eyebrows, the jaw, well, everything. The tracking algorithms are so good, we can define and track all the areas of the face, from gross shapes down to pore-level detail, without any markers.

That said, we are always working to make every project better than the last; but in this particular case we were helped by the fact that Cole was stylized and addressed the camera directly. Our brains know this character is not real, so it allows the humanity we add to shine through that much more.

There are many challenges we face in consistently pulling ourselves out of the uncanny valley. The first is creating characters that look and have the ability to move like real people. Then there are the hurdles that are not necessarily within our control, such as proper lighting, rendering, compositing, realistic environments, and processing power (just to name a few). Because of this we have partnered with many of the top visual effects studios, games studios, and research institutions so we can better learn how our animation can be a flawless cornerstone in building our way out of the uncanny valley.

Epic: The original GOW had superb cut scenes and good facial animation. How does the work the Image Metrics did on the clip compare? How pleased were you with the results?

With GOW, everything was key-framed by hand, or it was auto generated with FaceFX and then polished from there. Image Metrics' work brings an entirely new level of fidelity to the motion and retains the performance of the voice actors. The results we got with the VGA spot from Image Metrics exceeded our expectations, and we were very pleased.

Image Metrics: Is your work different depending on whether you are working on a game or CGI in film? I know film is more photo-realistic, but are there other differences in your experience? Do you think IM's work will move into television?

We do have different “service levels”. These are mostly based on the complexity of the character’s facial rig and the runtime environment, i.e. game engine or pre-render. There is a huge difference in a background character in a video game and what Emily can do, both physically in the 3D space and perceptually to the viewer. Because of this, our technology has been developed to be fully scalable. We are really hoping to take this work into the realm of television because we can create convincing characters, from realistic to cartoony, all within the tight time schedules television studios demand.

Epic: Do you see the game industry as a whole adopting more subtle and specific facial animation in the future? Do you want to move to more photo-realistic animation in general?

The game industry is slowly moving past a lot of the obstacles that once limited what we could do with facial animation. Games in the future will certainly start using tools and services that were only used on movie projects in the past. We at Epic are striving to create characters that give good performances whether they're really stylized or more photorealistic.

Epic: Do you plan on using Image Metrics in the future for cut-scenes in a full game?

We will certainly explore that avenue in the future.

**All videos are in QuickTime format. Get QuickTime player here.


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Ricky Grove [gToon], Staff Columnist with the Renderosity Front Page News. Ricky Grove is a bookstore clerk at the best bookstore in Los Angeles, the Iliad Bookshop. He's also an actor and machinima filmmaker. He lives with author, Lisa Morton, and three very individual cats. Ricky is into Hong Kong films, FPS shooters, experimental anything and reading, reading, reading. You can catch his blog here.
February 23, 2009

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